ChangeAnimation

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int ChangeAnimation(char *actorName, char *animationName, int state);

This changes the animation of a specified actor and sets the animation's initial state (FORWARD, BACKWARD, STOPPED, NO_CHANGE). Returns 1 if successful, 0 if error.

ChangeAnimation Input

actorName

  • "Event Actor": Actor that is receiving the current event.
  • "Parent Actor": Event Actor's parent, if actor has a parent.
  • "Creator Actor": Event Actor's creator, if Event Actor has been created in some "Create Actor" action.
  • "Collide Actor": Actor that collided with the event Actor.
  • Any Actor name or clonename in the game.


animationName

  • Valid animation name for the actor.


state

  • FORWARD: Runs the animation from the first frame (animpos=0).
  • BACKWARD: Runs the animation in reverse frame order (animpos=nframes-1).
  • STOPPED: Changes animation to the first frame, and stops it (animpos=0).
  • NO_CHANGE: Changes the animation, and keeps the same state as previous animation (FORWARD, BACKWARD, STOPPED). Does not change the animations animpos.


Example:

Change the player's animation to jump animation when jump key is pressed.

player -> KeyDown space (repeat disabled) -> Script Editor

if(jump>0)
{
    yvelocity-=15;

    switch(dir)
    {
        case 0: // right
        ChangeAnimaton("Event Actor", "r_jump", FORWARD);
        break;

        case 1: // left
        ChangeAnimaton("Event Actor", "l_jump", FORWARD);
        break;
    }
}